Ideas for Low Tier Artifacts

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Ideas for Low Tier Artifacts

#16 Post by Radon26 »

Strongpoint wrote:Radon26, you offer overpowered artefacts. They do not fit Tier 1. In fact I don't think that they fit Tier 5
ok.
how about the ward's power going down to 50+SP, and the % reduction not stacking with the characters resistance to that element... late game it could go up to 150, enough to maybe negate a single spell... IF you have 100 SP, otherwise it stays at around 60 shield power...
and remove aegis buff cause you don't want to make Archmages even tankier.

Tirakai's maul is technically tier 2, while can be buffed to be as powerful as tier 5, or even stronger, so "potential" is not a big arguement, as long as they start small.

anyway, those were proposition of posible items, if you think its op, just turn the numbers down.

xnd
Archmage
Posts: 307
Joined: Sat Mar 21, 2015 7:33 pm

Re: Ideas for Low Tier Artifacts

#17 Post by xnd »

Greedy Dwarf's Digger!

collects trace valuable minerals as you dig

game.player:incMoney(2) per dig? how much would be proper? rng 1d4? (someone sit their at computer for hrs digging? ah thats bad...)

small chance, maybe 10?, to make anomally dig range 1, with the collection happening.

chance as you walk along for it to suddenly dig on its own if no enemies are in sight, a compulsion effect if you dont make a will save every so many turns you MUST DIG : O !

if you go without digging too long you can suffer decrease in stats but if you dig a lot you can get a small buff in stats! and the money!

should have a good dig speed, or variable random, such as, "you are really energized to dig now!" vs "you feel like taking your time and just enjoying the dig."

---

Curious Lite

lite +3, does not center on character but travels randomly offcenter so character will have at least 1 light on the short side but the remainder of the diameter on the opposing side. as you move it will circle the character or wander around the character this way. could be attracted to direction of enemies or indicate direction of strongest within certain range.

Lubaf
Higher
Posts: 50
Joined: Sun Mar 09, 2014 12:00 am

Re: Ideas for Low Tier Artifacts

#18 Post by Lubaf »

The Lamp of Distances (T1 or 2)
Light radius +7.
No other bonuses.
Lore: "For those who seek merely to see further."

Loyalty (T1 shield)
+5 Block
Otherwise mediocre.
Lore: "For all that it isn't much to look at, it does seem to eager to interpose itself between you and danger."

Thanks
Luc "Do One Thing Well" French

xnd
Archmage
Posts: 307
Joined: Sat Mar 21, 2015 7:33 pm

Re: Ideas for Low Tier Artifacts

#19 Post by xnd »

how about a device that only works on the Eidolon plane.

Ring of the Vengeful Death or something.

would function on carrier, not need wielding.

would summon the creature that killed you to the Eidolon plane, summon destabilize it, give you a turn of Eidolon protection effect and some other large bonus. If you defeat it, it wont be there when you resurrect. If you still dont defeat it and die on Eidolon its game over as usual.

Strongpoint
Wyrmic
Posts: 212
Joined: Tue Apr 10, 2012 5:33 pm

Re: Ideas for Low Tier Artifacts

#20 Post by Strongpoint »

"Insert good name here"
[Tier 1 staff with standard base damage and spellpower boost)
Generates with arcane damage, +10 arcane damage, +25% arcane damage
Command staff change its base damage(like all staffs did in previous versions) and hit damage.
"Insert good lore here"

I miss old behavior of staffs :( This artifact is meant to bring it back

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